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Mongrels, Halfbreeds, and Factions:

The following groups are available on Aether:

[ Askari | Halfbreeds | Heralds | Hounds | Mongrels | Outcasts ]

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Askari

Shrouded in mystery, the Askari are a secret faction whose duty is to monitor and control the mages of Delphi. They were formed about a century ago after the great "Mage war," wherein a group of Delphic mages attempted to undermine the leadership of the other races and seize control for themselves. A fierce battle was fought, and the leaders of the coup were captured and killed. Ever since then, Delphi has been more closely watched by the other races, both from within and without. The leadership of the Askari is ambiguous -- some speculate that the Varati control them, others think the Atlanteans are in charge, and still others believe they are a group effort by all four races to keep the powerful magic-users in line. This much is certain -- the Askari have eyes and ears everywhere; they are consummate spies and assassins, and they will use whatever means necessary to prevent another mage-war from happening.

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Halfbreeds:

Despite their differences in appearance, the four races are all basically humanoid, making it possible for them to mate with one another and produce offspring. The products of these interracial couplings are often considered "impure" or deformed, however. Yet these "deformities" are merely the result of mixed blood, since any child born of an Atlantean and an Empyrean, for example, would look a little odd. The aquatic aspects of the former and the wings of the latter might not mesh well, and the child would have a difficult time adapting -- being a part of both races, yet not wholly one or the other. Thus, for centuries, matings between the races have been deemed "taboo," and both the offspring and the parents are usually exiled or otherwise punished for this transgression.

Deianyra by Lailah@Aether Another reason for such wariness regarding halfbreeds is that almost all of them have some affinity for magic. But that magic is invariably wild and difficult to control, and halfbreeds are often considered a threat through no fault of their own. Elemental halfbreeds, especially, are viewed with fear and suspicion, and Delphi has been known to exterminate the ones they feel are beyond hope of instruction and training.

Despite the laws and warnings, halfbreeds are continually produced, and in turn have offspring of their own. As the "pure" blood is diluted, the chance of an affinity for magic grows slim, and the results of generations of mixed breeding are the hardy yet unmagical "mongrels." They are the lowest caste in Aether's social hierarchy, and comprise the laborers, servants, farmers, and general "working class."

Other times, a halfbreed's blood will be "re-absorbed" into the original race, and generations later, the "tainted" offspring will show little signs of mixed ancestry. Many can pass for purebreds, though while some societies are more relaxed regarding mixed heritage, it is still considered an impurity, and few would dare admit a tainted background for fear of being shunned.

Because they are rare and have such a high concentration of magic, halfbreeds and "quarterbreeds" (a person one-fourth mixed blood -- though they are usually referred to as "halfbreeds" as well) must be applied for. Mixed ancestry, as long as it occurred several generations back, is optional for your character's background, provided they can pass for a purebred.

Please read the news on applications for the guidelines on halfbreeds.

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Heralds:

Heralds act as the "media" of Aether -- they collect and relay information among the different kingdoms or territories, and enjoy an informal diplomatic "immunity" which allows them to travel freely from place to place. This immunity is a courtesy, however, and Heralds are expected to abide by the traditions and laws of whatever territory they are in, and to respect the governing bodies of those territories.

Their symbol is a compass rose, meant to represent the unification of the four different races and cultures. Perhaps it is this ideal that draws so many halfbreeds, mongrels, and other outcasts into that faction, for as Heralds, they may gain some status and prestige, and might finally be accepted into the societies that had once shunned them.

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Hounds:

The laws of Haven are upheld by its "Hounds," a military force of both magic-users and soldiers who maintain peace within the city. They enforce the rules set by the city council, guard against invasion from hostile forces, solve crimes, keep an eye out for magic-users who might be suitable candidates for Delphi, or "exterminate" any magic-users who are deemed too dangerous.

Cerberus Named thus because of the sculptures of Cerberus decorating their headquarters, the Bastion, and because of the fact that many of their members have an esper's talent for tracking down latent magic-users, the Hounds are a force to be reckoned with. They are led by the Archon, who in turn answers to the City Council of Haven. The Hounds are the supreme military authority within Haven, although their numbers are typically augmented by the various racial militias for each of the other four governments.

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Mongrels:

The results of generations of mixed breeding are the crossbreeds, or "mongrels," as they are more often called. They comprise the lowest caste in Aether's hierarchy, and are typically treated as slaves and servants by the four "pure" races. To them fall the tasks that no one else wants to do; the farming, building, manufacturing, etc. Only in Haven are they given more freedom than in the other kingdoms -- there they can make a life for themselves; earn a living and become recognized as individuals rather than laboring automatons. Because of that option, Haven boasts the highest population of free crossbreeds in all of Aether, and some might find it ironic that the "magical" city would become a sanctuary for an unmagical race.

Mongrel by Lailah@Aether Mongrels possess none of the distinguishing characteristics of the other races, such as wings, webbed fingers, or pointed ears. In form, they are no different from Earth's humans, and skin, hair, and eye-color vary depending on which race's blood flows most strongly through their veins. They are also hardier than the other races; sickness and disease are less common for them, and they generally possess a stronger endurance or stamina.

But that hardiness comes with a price. The affinity for magic is all but impossible for crossbreed children, for their diluted blood cuts them off from the magic inherent in Aether. Instead, they must rely on wits, ingenuity, skill, and hard work to make their mark -- if, in fact, they are given the chance. As said before, crossbreeding is deemed taboo in each of the four cultures, and the products of it are seen as "tainted." If you choose to create a mongrel PC, do not be surprised to find your character the victim of prejudice and dislike.

Most mongrels will be NPCs, and can be used in @emits, bulletin board postings, or as puppets to represent the general populace. Though given more freedom in Haven, even there they are looked down upon, and most have grown accustomed to that way of life. Those who are proud or willful and continually defy their "betters" are dealt with soon enough, and such incidents are rarely fair. In other words, the "pure" races are in control, and they will not be impartial. If your mongrel PC wants to start a rebellion or uprising, you must be subtle about it, for flagrant defiance will elicit a harsh reaction from the "powers that be." There is no Equal Rights Amendment on Aether, nor is there a concern for being "politically correct." Prejudice and bigotry is strong among the races, and it is that tension, hopefully, that will create a dynamic, interesting roleplaying environment.

Mongrels often live to be anywhere from 70-90 years old. If you have any further questions, do not hesitate to contact a member of the staff.

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Outcasts

An outcast is anyone who has been exiled from another kingdom or domain. They have a limited number of options -- some choose to survive deep in the forests beyond Sylvan territory, a "no man's land" where few dare tread; others opt to live in Haven, for it is one of the few places that accepts anyone, regardless of race or affiliation. However, while the city is open to all, its citizens do not always grant the same welcome, and outcasts might have to deal with fear, suspicion, or dislike should the reasons for their banishment be apparent.

Fallen Empyrean by Astraea@Aether There are three basic categories of outcasts. The first is anyone who has broken some law or rule of society and was then exiled as punishment. It could be temporary or permanent, depending on the crime, and the rules are different for each society. The Empyreans are usually more rigid in their traditions and doctrines than, say, the Sylvans. The news files regarding each race will provide more details about their laws and customs.

The second type of outcast is one who has been banished because their magical powers were a threat to both themselves and others. These include feral graisha, untrained elementals, branded healers, or other "rogue" mages, along with anyone who has been consumed by their gifts. Please read the pertinent news files for more information.

Some forms of magic are more "benevolent" than others, such as healing and clairvoyance, for example. But other kinds can wreak havoc and maim or kill both the wielder and anyone in his or her vicinity. Therefore, "rogues" are often hunted by members of Delphi, particularly the Hounds, so that Delphi might help them learn to contain their abilities. If the rogue-mage resists, or is seen as too great a threat, Delphi may have to use lethal force. Fortunately, most "rogues" never develop their powers to that point, and are merely tolerated as an aggravating presence within Haven, along with mongrels, halfbreeds, and other outcasts.

The third kind of outcast is a halfbreed (the product of two pure-blooded parents). Because of their mixed parentage and dangerous magical abilities, they cannot fit in with any of the races, and are therefore often doomed to a life of solitude or prejudice should they try to dwell within Haven. Keep in mind, though, that they are of a different class from the "mongrels," the products of generations of mixed breeding. Mongrels are typically the lowest class of society and possess no magical powers. Please read the news files on each for more information.

If you wish to play a character that fits into any of these three categories, remember that he or she may be exposed to prejudice and dislike. Please accept these consequences.

 

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